Chief Ice Breaker Bolf
Coop Adventures are here! See this post for more details.
Reworked: Now has a side A and B (like Void Brothers) - alternates between playing Succubus and Incubus.
Mana cost 8 > 6
Now gives Rage
Reworked: Now has a side A and B (like Void Brothers) - alternates between playing Cleaver and Rammer.
Also summons an Illusion of the other side of the card.
Mana 8 > 6
High Inquisitor Ardera
Damage 27 > 30
Mana cost 4 > 3
Movement speed of Squire Puff, Heal Puff, Shroom Puff and Mana Puff 5 > 6
Mana cost 4 > 3
Sacrifice cost 2 > 3
Reworked: Scrat Swarm: instead of Haste, now summons an extra zeppelin bomber
Health 100 -> 80
Now has Mana Surge
Shen's Shock Stick
Now cast 1 > 2 Shock Rocks for each charge.
Reworked: Gain 1 Gn4t escort instead of mana reduction
Tech cost 60 > 40
Empowered Soul Stealer
Now has Rage
Reworked: Sacrifice (x): Gain 1 soul for each Sacrificed Slitherbound
Mana 8 > 9
Queen's Dragon Mana cost 9 > 10
Mana 6 > 5
Sacrifice (3): Minion gain Spirit
Now spawns horizontally
Mana 3 > 4
Voidborne Wound: Reduce mana cost by 1
AS 2 > 2.2
Frenzy Threshold 66% > 50%
Introducing Coop adventures!
With patch 1.34, we are getting a new adventure! And not only that, this one must be played with a friend or guild mate!
New Adventure Master
Introducing Broll, the Party Leader!
Random Legendary card
4 Season Pass Tiers
Unique legendary skin: Arctic Survival Settsu
2x copies of a random Legendary card!
Compete with All Masters reward. Unique Avatar!
Once you have purchased the adventure, you can invite anyone, even if that player doesn’t own the adventure. You must own the adventure to claim rewards.
Welcome to version 1.33
Developer notes: We are overall happy with how Mordar plays now, but he underperforms a little and needs a nudge.
Resurrected Minions also gain Spirit.
Developer notes: We changed the functionality of the targeting Marked. This should make Marked more predictable.
Marked radius 16 > 25
Now applies Marked to the closest minion.
Prowler health 310 > 350
Copies 3 > 1
Mana 4 > 3
Damage 40 > 50
Production 3 > 4
Scrats summoned on moving 3 > 4
Now has Spirit
Crystal Sentry HP 300 > 325
Damage 180 > 200
Mana 4 > 3
No longer gives Shield to himself
Health 550 > 600
Dam 45 > 40
Mana 6 > 5
HP 350 > 400
Developer notes: Dragon Nest has been a problem to balance. In combination with Milloween it becomes a powerhouse. We have changed it to rely less on filling your deck with cheap spells.
Summon a Dragon Whelp for every 4 mana you spend on spells
Duration 25 > 35
Mana 4 > 3
Developer notes: Once Bitten is an issue because it makes Werewolves harder to balance around other spells because of its cheap cost. This design makes Once Bitten a little harder to use optimally, but can still create powerful plays.
Mana 2 > 4
Radius 4 > 6
1 Minion > 2 Minions gain lycanthropy
Siege Imperator Ruby
Developer notes: It’s too easy for Ruby to defend herself using Plasma Blast, which was not the intention of her design.
Double minimum Plasma Blast range
Coax the Diplomancer
Developer notes: while we think Diplomancer is in a good place balance-wise, but the Hypnotize effect feels frustrating to play against in many situations, so we have decided to reduce the frustrating element, while increasing the damage.
Damage 4 > 6
Hypnotize effect 10 > 5 secs
Developer notes: 3x rammer decks feel overwhelming to play against. Reducing the amount of Rammers to 2 might make Rammers too weak, but we will keep an eye out for them throughout this patch.
Copies 3 > 2
Developer notes: Harmful Souls has become the removal spell of choice in most decks, which was never the intention of the design. So we have adjusted its value to benefit more from being played in Accursed Ascension decks.
Dam 100 > 80
Accursed: 1 > 3 extra souls
HP 160 > 150
Radius 3 > 2.5
Effect replaced with: Scrat Swarm: Summon 4 Armored Scrats
Radius 4.5 > 5.5
Dam 100 > 75
Healing 100 > 75
Dam 100 > 75
Season Pass Changes:
We have heard a lot of comments on our decision to move the new Legendary card into Premium. In this season, we are making the following changes to the Season Pass. This is very much a test and might change in upcoming seasons.
The new Legendary card has been moved from Premium to Free (in tier 49). It will still be available in Tier 1 in the Premium Season Pass.
Most of the customization will be moved from Free to Premium.
There were no Mayhems last season, we have fixed that, and there will be constant Mayhems this patch, and depending on how that goes, we will go back to the old schedule, or leave the new schedule in place.
More dakka was the only ability card that was interruptible with stuns stun, to put it in line with all the other ability cards it is not interruptible with stuns anymore.
Hellfire was doing incorrect face damage since its damage got changed from 170 to 180 and have been fixed
Face damage: 85 -> 90
MM version number
The minion masters version number was not at the top left, making it hard to know what version you were on, it is back now.
Monitor Gn4ts grounding/movement
Monitor Gn4ts would stop their movement if grounded by unholy ground. This is no longer the case.
Monitor Gn4ts outliving their host
Monitor Gn4ts would sometimes survive the unit that is hosting them. Now they die when the host dies.
Victory not being translated
The victory text after the match was over was always in english, now it is back to being translated into different languages.
Friendlist Recruit friends freeze
The recruit friends button no longer freezes the game.
Emotes cropped and rotated
Emotes were packed too closely and rotated in their atlas, this has been fixed now 🙃
Emote menu crash
There was a series of actions in the emote menu that could freeze and crash the game. This has been fixed.
Chain Gang/Void Brothers desync
If you played Chain Gang and the next card you drew was Void Brothers, Void Brothers would swap sides again, but only for the team that did this, meaning it spawned an Assassin for one team, and a Fire Imp for the other team. This caused a desync and has been fixed now.
Because of the Unity Engine version update some texts got misaligned slightly and have been realigned:
Patch 1.32 is coming in hot and with it two awesome cards and a ton of Balance changes to go with it!
A'zog, Voidfiend of Shars'Rakk
Dev comments: As we promised a couple updates ago, mordar would get a buff after we swapped his perks. By making stuns a less consistent trigger-blocker, countering the resurrections becomes more skill-based, and if they are more consistent, we can balance them a lot better than in the extremely binary, “Do you have a stunning spell?” scenario. We had to be a bit careful with the buff, as Mordar also had a bug where his perk 2 did not work until perk 3 was gained, so that is fixed now as well, which should help him a lot as well.
Stuns no longer reset timer on tombstones (but cant ress while stunned)
activation delay 10->15
Dev comments: Demon warrior can use a bit of a buff, but we want to take it slow.
AS 2 > 1.9
Spawn of Fury
Dev comments: Just a small buff to make the card a bit more usable.
Reduces max health/damage by 33% > 25%
Dev comments: All the construct variants are underperforming, so we make them all a bit better at tanking.
HP 800 > 850
Dev comments: Spirit infusion is one of the least played cards, and performing badly when it is. Historically we have seen some balance issues with it though, so we want to see if we can push it a bit more into accursed ascension, to make up for the potential strength of lots of spirits.
Accursed Ascension count 1 > 2
Dev comments: Gor’Rakk Gate comes with a great cost in health and is not played a lot, and with the set cycle, we are not too afraid of 3 mana being too good. We did limit the amount of copies to 1 to prevent you from quickly playing 3x the best option in a row.
Mana cost 4 > 3
Copies 3 > 1
Mana Puff Madness
Dev comments: While Mana Puff Madness is not a card we would ever want to be in the actual meta, we do want it to be played by some players. This should give it a bit more viability, without making it too strong.
Mana 3 > 1
Add mana freeze (2)
Dev comments: Mountainshaper was mostly played by wildcarding it, now that you can’t do that anymore, a buff is in order.
Dam 100 > 125
Dev comments: Bridge shrine is both underplayed and underperforming, so by giving it a decent buff, but not in xp generation we hope to make it more consistent, but not strengthening its peak usage.
HP 400 > 500
Dev comments: Pebbles were a very weak released card and have not found a place yet. By increasing their damage and lowering their myriad we hope to make a 2 pebble play worth it, but with the CardCount up to 2 a 4 Pebble play is possible, and we would love to see what you can do with that!
Myriad 2 > 1
Dam 40 > 50
Count 1 > 2
Bats Bats Bats
Dev comments: At high level Bats Bats Bats is both the card with the lowest playrate AND the lowest winrate, so while this buff might not be enough, this is a card, similar to mana puff madness, that should never really be meta, but does deserve some play!
Mana 5 > 4
Dev comments: Avea has not been performing great, with very low playrates and winrates, so we decided on a decently big buff, and we will keep an eye out to see if we overdid it.
HP 350 > 450
Dev comments: Thunder shrine has been a bit frustrating with massive spawn stun, stunning even the masters! So we decided to reduce the cost, but lower the range, no longer allwing the Thunder shrine to hit the base.
Range 25 > 20
Mana 4 > 3
Dev comments: Gamblers ball has not performed well, so making its ability to active easier should help.
Sacrifice 3 > 2
Burn the bridges:
Dev comments: Burn the bridges is a spell with extreme potential, most effectively used in 2v2, and the rage of volco is most effective used in premades. The result of this is that volco has a pretty bad winrate in 1v1, but very high winrates in 2v2. We will be looking into ways to make volco better in 1v1, but we could not have a master be this dominating in 2v2.
Renamed to Burn the Bridge
Burn 1 of the 2 bridges (whichever is closest)
Dev comments: We wanted to give more counterplay against harmful souls, by delaying the souls a bit you have more time to play minions in the area.
Starts at +0.5s and between souls at +0.1s
Dev comments: Dragon nest is the main reason Milloween has been dominating at the top level in 1v1, so by nerfing dragon nests duration we hope to solve the 1 master that stood out in 1v1.
Lifetime 35 >25s
Dev comments: Scott has been performing really well for a long time, and has pretty insane dps, so by lowering it a bit he should be a bit more in line with other cards
Damage 65 >60
Dev Comments: Now that incubus can’t jump to the base anymore he deserves a little bit off love, and succubus is too busy with the enemy's minions ;)
Damage 60 >65
Dev comments: Since Ruby was added to the game scrap yard has been popping off, with the possibility to get a lot of scraps from such an expensive outlander card, that has even more scrap generation potential through the ability card. By removing the base, but also fixing the stun bug that caused it to reset to 0 scraps spent, we hope to get it balanced, but because of the bug, it was hard to see what the actual strength was, so we will keep an eye out.
Remove base 60
Fixed the stun bug
Dev comments: Ruby has been a staple of the meta this patch, and despite that we like seeing new cards being used, she is definitely being used a bit too much. While her winrates are pretty average, we feel like she has no clear counters, so we wanted to give her a more clear weakness by making her side cannons not hit flying units.
We have heard your complaints about her ability, and will keep a close eye to her in the upcoming patch!
Can't hit flying
Dev comments: More of a bug-fix than a balance change, but there was a bit of frustration with Stormbringer, where he would waste arrows more often than death prediction should allow. This might mean he needs a nerf next patch, but we want to see how much of an effect it actually has first.
Added Stormbringer Death Prediction
Fixed an issue with the King Puff tips being outdated - Thanks Badasafish80
Fixed an issue with stuns resetting scrarpyard’s scraps
Fixed an issue with tombstones not giving haste
Fixed an issue with tombstones not glowing again after they’ve been stunned - Thanks Matt
Fixed an issue with Scrat tunnels ability card
Fixed an issue with Death prediction not accounting for Stonebjorn’s damage reduction
Fixed an issue with shield guard of light getting triggered when shielded by Sugilite shield - Thanks Me
Fixed an issue with TTT not stopping its attacks when being stunned - Thanks Doc_Banane
Fixed an issue with achievements not being synced correctly
Added the Description to the Mecha suit of Volco
Fixed an issue with Spawn of Fury and rounding errors - Thanks Jackeea
Fixed an issue with that searing light using the Valorian skin equipped by your own Valorian
Fixed an issue with Avea causing FPS drops while in hand after completing a quest
Fixed an issue with Chain Gang causing FPS drops while in hand